/*
 * Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef _OBJECT_H
#define _OBJECT_H

#include "Common.h"
#include "UpdateFields.h"
#include "UpdateData.h"
#include "GridReference.h"
#include "ObjectDefines.h"
#include "ObjectMovement.h"
#include "GridDefines.h"
#include "Map.h"
#include <set>
#include <string>
#include <sstream>

#define CONTACT_DISTANCE            0.5f
#define INTERACTION_DISTANCE        5.0f
#define ATTACK_DISTANCE             5.0f
#define MAX_VISIBILITY_DISTANCE     SIZE_OF_GRIDS           // max distance for visible objects
#define SIGHT_RANGE_UNIT            50.0f
#define DEFAULT_VISIBILITY_DISTANCE 90.0f                   // default visible distance, 90 yards on continents
#define DEFAULT_VISIBILITY_INSTANCE 170.0f                  // default visible distance in instances, 170 yards
#define DEFAULT_VISIBILITY_BGS      180.0f                  // default visible distance in BG/Arenas, 180 yards
#define DEFAULT_VISIBILITY_ARENAS   180.0f                  // default visible distance in BG/Arenas, 180 yards

#define DEFAULT_WORLD_OBJECT_SIZE   0.388999998569489f      // player size, also currently used (correctly?) for any non Unit world objects
#define DEFAULT_COMBAT_REACH        1.5f
#define MIN_MELEE_REACH             2.0f
#define NOMINAL_MELEE_RANGE         5.0f
#define MELEE_RANGE                 (NOMINAL_MELEE_RANGE - MIN_MELEE_REACH * 2) //center to center for players

enum TypeMask
{
    TYPEMASK_OBJECT         = 0x0001,
    TYPEMASK_ITEM           = 0x0002,
    TYPEMASK_CONTAINER      = 0x0006,                       // TYPEMASK_ITEM | 0x0004
    TYPEMASK_UNIT           = 0x0008, // creature
    TYPEMASK_PLAYER         = 0x0010,
    TYPEMASK_GAMEOBJECT     = 0x0020,
    TYPEMASK_DYNAMICOBJECT  = 0x0040,
    TYPEMASK_CORPSE         = 0x0080,
    TYPEMASK_AREATRIGGER    = 0x0100,
    TYPEMASK_SEER           = TYPEMASK_PLAYER | TYPEMASK_UNIT | TYPEMASK_DYNAMICOBJECT
};

enum TypeID
{
    TYPEID_OBJECT        = 0,
    TYPEID_ITEM          = 1,
    TYPEID_CONTAINER     = 2,
    TYPEID_UNIT          = 3,
    TYPEID_PLAYER        = 4,
    TYPEID_GAMEOBJECT    = 5,
    TYPEID_DYNAMICOBJECT = 6,
    TYPEID_CORPSE        = 7,
    TYPEID_AREATRIGGER   = 8,
    TYPEID_SCENEOBJECT   = 9
};

#define NUM_CLIENT_OBJECT_TYPES             10

uint32 GuidHigh2TypeId(uint32 guid_hi);

enum TempSummonType
{
    TEMPSUMMON_TIMED_OR_DEAD_DESPAWN       = 1,             // despawns after a specified time OR when the creature disappears
    TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN     = 2,             // despawns after a specified time OR when the creature dies
    TEMPSUMMON_TIMED_DESPAWN               = 3,             // despawns after a specified time
    TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT = 4,             // despawns after a specified time after the creature is out of combat
    TEMPSUMMON_CORPSE_DESPAWN              = 5,             // despawns instantly after death
    TEMPSUMMON_CORPSE_TIMED_DESPAWN        = 6,             // despawns after a specified time after death
    TEMPSUMMON_DEAD_DESPAWN                = 7,             // despawns when the creature disappears
    TEMPSUMMON_MANUAL_DESPAWN              = 8              // despawns when UnSummon() is called
};

enum PhaseMasks
{
    PHASEMASK_NORMAL   = 0x00000001,
    PHASEMASK_ANYWHERE = 0xFFFFFFFF
};

enum NotifyFlags
{
    NOTIFY_NONE                     = 0x00,
    NOTIFY_AI_RELOCATION            = 0x01,
    NOTIFY_VISIBILITY_CHANGED       = 0x02,
    NOTIFY_ALL                      = 0xFF
};

class WorldPacket;
class UpdateData;
class ByteBuffer;
class WorldSession;
class Creature;
class Player;
class UpdateMask;
class InstanceScript;
class GameObject;
class TempSummon;
class Vehicle;
class CreatureAI;
class ZoneScript;
class Unit;
class Transport;

typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;

class DynamicFields
{
public:
    DynamicFields()
    {
        _dynamicValues = new uint32[Count];
        _dynamicChangedFields = new bool[Count];

        Clear();
    }
    
    ~DynamicFields()
    {
        delete[] _dynamicValues;
        _dynamicValues = NULL;
        delete[] _dynamicChangedFields;
        _dynamicChangedFields = NULL;
    }

    void Clear()
    {
        memset(_dynamicValues, 0, sizeof(uint32)*Count);
        memset(_dynamicChangedFields, 0, sizeof(bool)*Count);
    }

    void ClearMask()
    {
        memset(_dynamicChangedFields, 0, sizeof(bool)*Count);
    }

    inline bool IsChanged(const uint32 index) const
    {
        return _dynamicChangedFields[index];
    }

    inline void MarkAsChanged(const uint32 index)
    {
        _dynamicChangedFields[index] = true;
    }

    inline uint32 GetValue(const uint32 index) const
    {
        return _dynamicValues[index];
    }

    inline void SetValue(const uint32 index, const uint32 value)
    {
        _dynamicValues[index] = value;
    }

    const static uint32 Count = sizeof(uint32)*8;

private:
    uint32* _dynamicValues;
    bool* _dynamicChangedFields;
};

class Object
{
    public:
        virtual ~Object();

        bool IsInWorld() const { return m_inWorld; }

        virtual void AddToWorld();
        virtual void RemoveFromWorld();

        uint64 GetGUID() const { return GetUInt64Value(0); }
        uint32 GetGUIDLow() const { return GUID_LOPART(GetUInt64Value(0)); }
        uint32 GetGUIDMid() const { return GUID_ENPART(GetUInt64Value(0)); }
        uint32 GetGUIDHigh() const { return GUID_HIPART(GetUInt64Value(0)); }
        ObjectGuid GetObjectGuid() const { return ObjectGuid(GetUInt64Value(0)); }
        const ByteBuffer& GetPackGUID() const { return m_PackGUID; }
        uint32 GetEntry() const { return GetUInt32Value(OBJECT_FIELD_ENTRY); }
        void SetEntry(uint32 entry) { SetUInt32Value(OBJECT_FIELD_ENTRY, entry); }

        void SetObjectScale(float scale) { SetFloatValue(OBJECT_FIELD_SCALE_X, scale); }
        float GetObjectScale() const { return GetFloatValue(OBJECT_FIELD_SCALE_X); }

        TypeID GetTypeId() const { return m_objectTypeId; }
        bool isType(uint16 mask) const { return (mask & m_objectType); }

        virtual void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const;
        void SendUpdateToPlayer(Player* player);

        void BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const;
        void BuildOutOfRangeUpdateBlock(UpdateData* data) const;

        virtual void DestroyForPlayer(Player* target, bool onDeath = false) const;

        int32 GetInt32Value(uint16 index) const
        {
            if (!m_int32Values)
                return int32(0);

            return m_int32Values[index];
        }

        uint32 GetUInt32Value(uint16 index) const
        {
            if (!m_uint32Values)
                return uint32(0);

            return m_uint32Values[index];
        }

        uint64 GetUInt64Value(uint16 index) const
        {
            if (!m_uint32Values)
                return uint64(0);

            return *((uint64*)&(m_uint32Values[index]));
        }

        float GetFloatValue(uint16 index) const
        {
            ASSERT(index < m_valuesCount || PrintIndexError(index, false));
            return m_floatValues[index];
        }

        uint8 GetByteValue(uint16 index, uint8 offset) const
        {
            ASSERT(index < m_valuesCount || PrintIndexError(index, false));
            ASSERT(offset < 4);
            return *(((uint8*)&m_uint32Values[index])+offset);
        }

        uint16 GetUInt16Value(uint16 index, uint8 offset) const
        {
            ASSERT(index < m_valuesCount || PrintIndexError(index, false));
            ASSERT(offset < 2);
            return *(((uint16*)&m_uint32Values[index])+offset);
        }

        void SetInt32Value(uint16 index, int32 value);
        void SetUInt32Value(uint16 index, uint32 value);
        void UpdateInt32Value(uint16 index, int32 value);
        void UpdateUInt32Value(uint16 index, uint32 value);
        void SetUInt64Value(uint16 index, uint64 value);
        void SetFloatValue(uint16 index, float value);
        void SetByteValue(uint16 index, uint8 offset, uint8 value);
        void SetUInt16Value(uint16 index, uint8 offset, uint16 value);
        void SetInt16Value(uint16 index, uint8 offset, int16 value) { SetUInt16Value(index, offset, (uint16)value); }
        void SetStatFloatValue(uint16 index, float value);
        void SetStatInt32Value(uint16 index, int32 value);

        bool AddUInt64Value(uint16 index, uint64 value);
        bool RemoveUInt64Value(uint16 index, uint64 value);

        void ApplyModUInt32Value(uint16 index, int32 val, bool apply);
        void ApplyModInt32Value(uint16 index, int32 val, bool apply);
        void ApplyModUInt64Value(uint16 index, int32 val, bool apply);
        void ApplyModPositiveFloatValue(uint16 index, float val, bool apply);
        void ApplyModSignedFloatValue(uint16 index, float val, bool apply);

        void ApplyPercentModFloatValue(uint16 index, float val, bool apply)
        {
            float value = GetFloatValue(index);
            ApplyPercentModFloatVar(value, val, apply);
            SetFloatValue(index, value);
        }

        void SetFlag(uint16 index, uint32 newFlag);
        void SetFixedFlag(uint16 index, uint32 newFlag);
        void RemoveFlag(uint16 index, uint32 oldFlag);

        void ToggleFlag(uint16 index, uint32 flag)
        {
            if (HasFlag(index, flag))
                RemoveFlag(index, flag);
            else
                SetFlag(index, flag);
        }

        bool HasFlag(uint16 index, uint32 flag) const
        {
            if (index >= m_valuesCount && !PrintIndexError(index, false))
                return false;

            return (m_uint32Values[index] & flag) != 0;
        }

        void SetByteFlag(uint16 index, uint8 offset, uint8 newFlag);
        void RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag);

        void ToggleFlag(uint16 index, uint8 offset, uint8 flag)
        {
            if (HasByteFlag(index, offset, flag))
                RemoveByteFlag(index, offset, flag);
            else
                SetByteFlag(index, offset, flag);
        }

        bool HasByteFlag(uint16 index, uint8 offset, uint8 flag) const
        {
            ASSERT(index < m_valuesCount || PrintIndexError(index, false));
            ASSERT(offset < 4);
            return (((uint8*)&m_uint32Values[index])[offset] & flag) != 0;
        }

        void ApplyModFlag(uint16 index, uint32 flag, bool apply)
        {
            if (apply) SetFlag(index, flag); else RemoveFlag(index, flag);
        }

        void SetFlag64(uint16 index, uint64 newFlag)
        {
            uint64 oldval = GetUInt64Value(index);
            uint64 newval = oldval | newFlag;
            SetUInt64Value(index, newval);
        }

        void RemoveFlag64(uint16 index, uint64 oldFlag)
        {
            uint64 oldval = GetUInt64Value(index);
            uint64 newval = oldval & ~oldFlag;
            SetUInt64Value(index, newval);
        }

        void ToggleFlag64(uint16 index, uint64 flag)
        {
            if (HasFlag64(index, flag))
                RemoveFlag64(index, flag);
            else
                SetFlag64(index, flag);
        }

        bool HasFlag64(uint16 index, uint64 flag) const
        {
            ASSERT(index < m_valuesCount || PrintIndexError(index, false));
            return (GetUInt64Value(index) & flag) != 0;
        }

        void ApplyModFlag64(uint16 index, uint64 flag, bool apply)
        {
            if (apply) SetFlag64(index, flag); else RemoveFlag64(index, flag);
        }

        void ClearUpdateMask(bool remove);

        uint16 GetValuesCount() const { return m_valuesCount; }

        // Dynamic Field function

        uint32 GetDynamicUInt32Value(uint32 tab, uint16 index) const
        {
            ASSERT(tab < _dynamicTabCount);
            ASSERT(index < DynamicFields::Count);

            return _dynamicFields[tab].GetValue(index);
        }

        void SetDynamicUInt32Value(uint32 tab, uint16 index, uint32 value);

        virtual bool hasQuest(uint32 /* quest_id */) const { return false; }
        virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; }
        virtual void BuildUpdate(UpdateDataMapType&) {}
        void BuildFieldsUpdate(Player*, UpdateDataMapType &) const;

        void SetFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags |= flag; }
        void RemoveFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags &= ~flag; }

        // FG: some hacky helpers
        void ForceValuesUpdateAtIndex(uint32);

        Player* ToPlayer() { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return NULL; }
        Player const* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player const*>(this); else return NULL; }

        Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return NULL; }
        Creature const* ToCreature() const { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature const*>(this); else return NULL; }

        Unit* ToUnit() { if (isType(TYPEMASK_UNIT)) return reinterpret_cast<Unit*>(this); else return NULL; }
        Unit const* ToUnit() const { if (isType(TYPEMASK_UNIT)) return reinterpret_cast<Unit const*>(this); else return NULL; }

        GameObject* ToGameObject() { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject*>(this); else return NULL; }
        GameObject const* ToGameObject() const { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject const*>(this); else return NULL; }

        Corpse* ToCorpse() { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse*>(this); else return NULL; }
        Corpse const* ToCorpse() const { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse const*>(this); else return NULL; }

        DynamicObject* ToDynObject() { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject*>(this); else return NULL; }
        DynamicObject const* ToDynObject() const { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject const*>(this); else return NULL; }

        AreaTrigger* ToAreaTrigger() { if (GetTypeId() == TYPEID_AREATRIGGER) return reinterpret_cast<AreaTrigger*>(this); else return NULL; }
        AreaTrigger const* ToAreaTrigger() const { if (GetTypeId() == TYPEID_AREATRIGGER) return reinterpret_cast<AreaTrigger const*>(this); else return NULL; }

    protected:
        Object();

        void _InitValues();
        void _Create(uint32 guidlow, uint32 entry, HighGuid guidhigh);
        std::string _ConcatFields(uint16 startIndex, uint16 size) const;
        void _LoadIntoDataField(const char* data, uint32 startOffset, uint32 count);

        uint32 GetUpdateFieldData(Player const* target, uint32*& flags) const;

        bool IsUpdateFieldVisible(uint32 flags, bool isSelf, bool isOwner, bool isItemOwner, bool isPartyMember) const;

        void BuildMovementUpdate(ByteBuffer * data, uint16 flags) const;
        virtual void BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, Player* target) const;
        void BuildDynamicValuesUpdate(ByteBuffer* data) const;

        uint16 m_objectType;

        TypeID m_objectTypeId;
        uint16 m_updateFlag;

        union
        {
            int32  *m_int32Values;
            uint32 *m_uint32Values;
            float  *m_floatValues;
        };

        bool* _changedFields;

        uint16 m_valuesCount;

        uint16 _fieldNotifyFlags;

        bool m_objectUpdated;

        DynamicFields* _dynamicFields;
        uint32 _dynamicTabCount;

    private:
        bool m_inWorld;

        ByteBuffer m_PackGUID;

        // for output helpfull error messages from asserts
        bool PrintIndexError(uint32 index, bool set) const;
        Object(const Object&);                              // prevent generation copy constructor
        Object& operator=(Object const&);                   // prevent generation assigment operator
};

#define MAPID_INVALID 0xFFFFFFFF

class WorldLocation : public Position
{
    public:
        explicit WorldLocation(uint32 _mapid = MAPID_INVALID, float _x = 0, float _y = 0, float _z = 0, float _o = 0)
            : m_mapId(_mapid) { Relocate(_x, _y, _z, _o); }
        WorldLocation(const WorldLocation &loc) { WorldRelocate(loc); }

        void WorldRelocate(const WorldLocation &loc)
            { m_mapId = loc.GetMapId(); Relocate(loc); }
        uint32 GetMapId() const { return m_mapId; }

        uint32 m_mapId;
};

template<class T>
class GridObject
{
    public:
        bool IsInGrid() const { return _gridRef.isValid(); }
        void AddToGrid(GridRefManager<T>& m) { ASSERT(!IsInGrid()); _gridRef.link(&m, (T*)this); }
        void RemoveFromGrid() { ASSERT(IsInGrid()); _gridRef.unlink(); }
    private:
        GridReference<T> _gridRef;
};

template <class T_VALUES, class T_FLAGS, class FLAG_TYPE, uint8 ARRAY_SIZE>
class FlaggedValuesArray32
{
    public:
        FlaggedValuesArray32()
        {
            memset(&m_values, 0x00, sizeof(T_VALUES) * ARRAY_SIZE);
            m_flags = 0;
        }

        T_FLAGS  GetFlags() const { return m_flags; }
        bool     HasFlag(FLAG_TYPE flag) const { return m_flags & (1 << flag); }
        void     AddFlag(FLAG_TYPE flag) { m_flags |= (1 << flag); }
        void     DelFlag(FLAG_TYPE flag) { m_flags &= ~(1 << flag); }

        T_VALUES GetValue(FLAG_TYPE flag) const { return m_values[flag]; }
        void     SetValue(FLAG_TYPE flag, T_VALUES value) { m_values[flag] = value; }
        void     AddValue(FLAG_TYPE flag, T_VALUES value) { m_values[flag] += value; }

    private:
        T_VALUES m_values[ARRAY_SIZE];
        T_FLAGS m_flags;
};

class WorldObject : public Object, public WorldLocation
{
    protected:
        explicit WorldObject(bool isWorldObject); //note: here it means if it is in grid object list or world object list
    public:
        virtual ~WorldObject();

        virtual void Update (uint32 /*time_diff*/) { }

        void _Create(uint32 guidlow, HighGuid guidhigh, uint32 phaseMask);

        virtual void RemoveFromWorld()
        {
            if (!IsInWorld())
                return;

            DestroyForNearbyPlayers();

            Object::RemoveFromWorld();
        }

        void GetNearPoint2D(float &x, float &y, float distance, float absAngle) const;
        void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const;
        void GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0) const;

        void MovePosition(Position &pos, float dist, float angle);
        void GetNearPosition(Position &pos, float dist, float angle);

        void MovePositionToFirstCollision(Position &pos, float dist, float angle);
        void GetFirstCollisionPosition(Position &pos, float dist, float angle);

        void MovePositionToCollisionBetween(Position &pos, float distMin, float distMax, float angle);
        void GetCollisionPositionBetween(Position &pos, float distMin, float distMax, float angle);

        void GetRandomNearPosition(Position &pos, float radius);

        void GetContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const;

        float GetObjectSize() const
        {
            return (m_valuesCount > UNIT_FIELD_COMBAT_REACH) ? m_floatValues[UNIT_FIELD_COMBAT_REACH] : DEFAULT_WORLD_OBJECT_SIZE;
        }
        void UpdateGroundPositionZ(float x, float y, float &z) const;
        void UpdateAllowedPositionZ(float x, float y, float &z) const;

        void GetRandomPoint(const Position &srcPos, float distance, float &rand_x, float &rand_y, float &rand_z) const;
        void GetRandomPoint(const Position &srcPos, float distance, Position &pos) const;

        uint32 GetInstanceId() const { return m_InstanceId; }

        virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
        uint32 GetPhaseMask() const { return m_phaseMask; }
        bool InSamePhase(WorldObject const* obj) const { return InSamePhase(obj->GetPhaseMask()); }
        bool InSamePhase(uint32 phasemask) const { return (GetPhaseMask() & phasemask); }

        uint32 GetZoneId() const;
        uint32 GetAreaId() const;
        void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const;

        InstanceScript* GetInstanceScript();

        const char* GetName() const { return m_name.c_str(); }
        size_t GetNameLength() const { return m_name.length(); }
        void SetName(const std::string& newname) { m_name=newname; }

        virtual const char* GetNameForLocaleIdx(LocaleConstant /*locale_idx*/) const { return GetName(); }

        float GetDistance(const WorldObject* obj) const;
        float GetDistance(const Position &pos) const;
        float GetDistance(float x, float y, float z) const;
        float GetDistance2d(const WorldObject* obj) const;
        float GetDistance2d(float x, float y) const;
        float GetDistanceZ(const WorldObject* obj) const;

        bool IsSelfOrInSameMap(const WorldObject* obj) const
        {
            if (this == obj)
                return true;
            return IsInMap(obj);
        }
        bool IsInMap(const WorldObject* obj) const
        {
            if (obj)
                return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap());
            return false;
        }
        bool IsWithinDist3d(float x, float y, float z, float dist) const;
        bool IsWithinDist3d(const Position* pos, float dist) const;
        bool IsWithinDist2d(float x, float y, float dist) const;
        bool IsWithinDist2d(const Position* pos, float dist) const;

        // Use only if you are sure both objects are placed on the same map.
        bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const;
        bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const;
        bool IsWithinLOS(float x, float y, float z) const;
        bool IsWithinLOSInMap(const WorldObject* obj) const;
        bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const;
        bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true, bool useSizeFactor = true) const;
        bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
        bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const;
        bool isInFront(WorldObject const* target, float arc = M_PI) const;
        bool isInBack(WorldObject const* target, float arc = M_PI) const;

        bool IsInBetween(const WorldObject* obj1, const WorldObject* obj2, float size = 0) const;
        bool IsInAxe(const WorldObject* obj1, const WorldObject* obj2, float size = 0) const;

        virtual void CleanupsBeforeDelete(bool finalCleanup = true);  // used in destructor or explicitly before mass creature delete to remove cross-references to already deleted units

        virtual void SendMessageToSet(WorldPacket* data, bool self);
        virtual void SendMessageToSetInRange(WorldPacket* data, float dist, bool self);
        virtual void SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr);

        virtual uint8 getLevelForTarget(WorldObject const* /*target*/) const { return 1; }

        void MonsterSay(const char* text, uint32 language, uint64 TargetGuid);
        void MonsterYell(const char* text, uint32 language, uint64 TargetGuid);
        void MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote = false);
        void MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper = false);
        void MonsterSay(int32 textId, uint32 language, uint64 TargetGuid);
        void MonsterYell(int32 textId, uint32 language, uint64 TargetGuid);
        void MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote = false);
        void MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper = false);
        void MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid);
        void BuildMonsterChat(WorldPacket* data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 TargetGuid);

        void PlayDistanceSound(uint32 sound_id, Player* target = NULL);
        void PlayDirectSound(uint32 sound_id, Player* target = NULL);

        void SendObjectDeSpawnAnim(uint64 guid);

        virtual void SaveRespawnTime() {}
        void AddObjectToRemoveList();

        float GetGridActivationRange() const;
        float GetVisibilityRange() const;
        float GetSightRange(const WorldObject* target = NULL) const;
        bool canSeeOrDetect(WorldObject const* obj, bool ignoreStealth = false, bool distanceCheck = false) const;

        void setExplicitSeerGuid(uint64 guid)
        {
            m_explicitSeerGuid = guid;
        }

        FlaggedValuesArray32<int32, uint32, StealthType, TOTAL_STEALTH_TYPES> m_stealth;
        FlaggedValuesArray32<int32, uint32, StealthType, TOTAL_STEALTH_TYPES> m_stealthDetect;

        FlaggedValuesArray32<int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPES> m_invisibility;
        FlaggedValuesArray32<int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPES> m_invisibilityDetect;

        FlaggedValuesArray32<int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPES> m_serverSideVisibility;
        FlaggedValuesArray32<int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPES> m_serverSideVisibilityDetect;

        // Low Level Packets
        void SendPlaySound(uint32 Sound, bool OnlySelf);

        virtual void SetMap(Map* map);
        virtual void ResetMap();
        Map* GetMap() const  { return m_currMap; }
        Map* FindMap() const { return m_currMap; }
        //used to check all object's GetMap() calls when object is not in world!

        //this function should be removed in nearest time...
        Map const* GetBaseMap() const;

        void SetZoneScript();
        ZoneScript* GetZoneScript() const { return m_zoneScript; }

        TempSummon* SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0, uint32 vehId = 0, uint64 viewerGuid = 0, std::list<uint64>* viewersList = NULL) const;
        TempSummon* SummonCreature(uint32 id, float x, float y, float z, float ang = 0, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0, uint64 viewerGuid = 0, std::list<uint64>* viewersList = NULL)
        {
            if (!x && !y && !z)
            {
                GetClosePoint(x, y, z, GetObjectSize());
                ang = GetOrientation();
            }
            Position pos;
            pos.Relocate(x, y, z, ang);
            return SummonCreature(id, pos, spwtype, despwtime, 0, viewerGuid, viewersList);
        }
        GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, uint64 viewerGuid = 0, std::list<uint64>* viewersList = NULL);
        Creature*   SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI* (*GetAI)(Creature*) = NULL);
        void SummonCreatureGroup(uint8 group, std::list<TempSummon*>& list);

        Creature*   FindNearestCreature(uint32 entry, float range, bool alive = true) const;
        std::list<Creature*>   FindNearestCreatures(uint32 entry, float range) const;
        std::list<Creature*>   FindNearestCreatures(std::list<uint32> entrys, float range) const;
        std::vector<Creature*> FindNearestCreatures(uint32 entry, float range, bool alive) const;
        Creature*   FindRandomCreatureInRange(uint32 entry, float range, bool alive);
        GameObject* FindNearestGameObject(uint32 entry, float range) const;
        std::list<GameObject*> FindNearestGameObjects(uint32 entry, float range) const;
        GameObject* FindNearestGameObjectOfType(GameobjectTypes type, float range) const;
        Player*     FindNearestPlayer(float range, bool alive = true);
        std::list<Player*> FindNearestPlayers(float range, bool alive = true);
        Player*     FindRandomPlayerInRange(float range, bool alive = true);
        bool        IsPlayerInRange(float range);

        void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, uint32 uiEntry, float fMaxSearchRange) const;
        void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange) const;
        void GetPlayerListInGrid(std::list<Player*>& lList, float fMaxSearchRange) const;

        void GetGameObjectListWithEntryInGridAppend(std::list<GameObject*>& lList, uint32 uiEntry, float fMaxSearchRange) const;
        void GetCreatureListWithEntryInGridAppend(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange) const;

        void DestroyForNearbyPlayers();
        virtual void UpdateObjectVisibility(bool forced = true);
        void BuildUpdate(UpdateDataMapType&);

        bool isActiveObject() const { return m_isActive; }
        void setActive(bool isActiveObject);
        void SetWorldObject(bool apply);
        bool IsPermanentWorldObject() const { return m_isWorldObject; }
        bool IsWorldObject() const;

        template<class NOTIFIER> void VisitNearbyObject(const float &radius, NOTIFIER &notifier, bool loadGrids = false) const { if (IsInWorld()) GetMap()->VisitAll(GetPositionX(), GetPositionY(), radius, notifier, loadGrids); }
        template<class NOTIFIER> void VisitNearbyGridObject(const float &radius, NOTIFIER &notifier, bool loadGrids = false) const { if (IsInWorld()) GetMap()->VisitGrid(GetPositionX(), GetPositionY(), radius, notifier, loadGrids); }
        template<class NOTIFIER> void VisitNearbyWorldObject(const float &radius, NOTIFIER &notifier, bool loadGrids = false) const { if (IsInWorld()) GetMap()->VisitWorld(GetPositionX(), GetPositionY(), radius, notifier, loadGrids); }
#ifdef MAP_BASED_RAND_GEN
        int32 irand(int32 min, int32 max) const     { return int32 (GetMap()->mtRand.randInt(max - min)) + min; }
        uint32 urand(uint32 min, uint32 max) const  { return GetMap()->mtRand.randInt(max - min) + min;}
        int32 rand32() const                        { return GetMap()->mtRand.randInt();}
        double rand_norm() const                    { return GetMap()->mtRand.randExc();}
        double rand_chance() const                  { return GetMap()->mtRand.randExc(100.0);}
#endif

        uint32  LastUsedScriptID;

        // Transports
        Transport* GetTransport() const { return m_transport; }
        virtual float GetTransOffsetX() const { return 0; }
        virtual float GetTransOffsetY() const { return 0; }
        virtual float GetTransOffsetZ() const { return 0; }
        virtual float GetTransOffsetO() const { return 0; }
        virtual uint32 GetTransTime()   const { return 0; }
        virtual int8 GetTransSeat()     const { return -1; }
        virtual uint64 GetTransGUID()   const;
        void SetTransport(Transport* t) { m_transport = t; }

        MovementInfo m_movementInfo;

        // Personal visibility system
        bool MustBeVisibleOnlyForSomePlayers() const { return !_visibilityPlayerList.empty(); }
        void GetMustBeVisibleForPlayersList(std::list<uint64/* guid*/>& playerList) { playerList = _visibilityPlayerList; }

        bool IsPlayerInPersonnalVisibilityList(uint64 guid) const;
        void AddPlayerInPersonnalVisibilityList(uint64 guid) { if (IS_PLAYER_GUID(guid)) _visibilityPlayerList.push_back(guid); }
        void AddPlayersInPersonnalVisibilityList(std::list<uint64> viewerList);
        void RemovePlayerFromPersonnalVisibilityList(uint64 guid) { if (IS_PLAYER_GUID(guid)) _visibilityPlayerList.remove(guid); }

        mutable uint32 m_lastEntrySummon;
        mutable uint32 m_summonCounter;

        virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const;

    protected:
        std::string m_name;
        bool m_isActive;
        const bool m_isWorldObject;
        ZoneScript* m_zoneScript;

        // transports
        Transport* m_transport;

        //these functions are used mostly for Relocate() and Corpse/Player specific stuff...
        //use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
        //mapId/instanceId should be set in SetMap() function!
        void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
        void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }

        virtual bool IsNeverVisible() const { return !IsInWorld(); }
        virtual bool IsAlwaysVisibleFor(WorldObject const* /*seer*/) const { return false; }
        virtual bool IsInvisibleDueToDespawn() const { return false; }
        //difference from IsAlwaysVisibleFor: 1. after distance check; 2. use owner or charmer as seer
        virtual bool IsAlwaysDetectableFor(WorldObject const* /*seer*/) const { return false; }

    private:
        Map* m_currMap;                                    //current object's Map location

        //uint32 m_mapId;                                     // object at map with map_id
        uint32 m_InstanceId;                                // in map copy with instance id
        uint32 m_phaseMask;                                 // in area phase state

        std::list<uint64/* guid*/> _visibilityPlayerList;

        bool CanNeverSee(WorldObject const* obj) const { return GetMap() != obj->GetMap() || !InSamePhase(obj); }
        virtual bool CanAlwaysSee(WorldObject const* /*obj*/) const { return false; }
        bool CanDetect(WorldObject const* obj, bool ignoreStealth) const;
        bool CanDetectInvisibilityOf(WorldObject const* obj) const;
        bool CanDetectStealthOf(WorldObject const* obj) const;

        uint64 m_explicitSeerGuid;
};

namespace MoPCore
{
    template<class T>
    void RandomResizeList(std::list<T> &_list, uint32 _size)
    {
        while (_list.size() > _size)
        {
            typename std::list<T>::iterator itr = _list.begin();
            advance(itr, urand(0, _list.size() - 1));
            _list.erase(itr);
        }
    }
    template<class T, class Predicate>
    void RandomResizeList(std::list<T> &list, Predicate& predicate, uint32 size)
    {
        //! First use predicate filter
        std::list<T> listCopy;
        for (typename std::list<T>::iterator itr = list.begin(); itr != list.end(); ++itr)
            if (predicate(*itr))
                listCopy.push_back(*itr);

        if (size)
            RandomResizeList(listCopy, size);

        list = listCopy;
    }
    // Binary predicate to sort WorldObjects based on the distance to a reference WorldObject
    class ObjectDistanceOrderPred
    {
        public:
            ObjectDistanceOrderPred(const WorldObject* pRefObj, bool ascending = true) : m_refObj(pRefObj), m_ascending(ascending) {}
            bool operator()(const WorldObject* pLeft, const WorldObject* pRight) const
            {
                return m_ascending ? m_refObj->GetDistanceOrder(pLeft, pRight) : !m_refObj->GetDistanceOrder(pLeft, pRight);
            }
        private:
            const WorldObject* m_refObj;
            const bool m_ascending;
    };
}

#endif
